/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/** @file settings_type.h Types related to global configuration settings. */
#ifndef SETTINGS_TYPE_H
#define SETTINGS_TYPE_H
#include "date_type.h"
#include "town_type.h"
#include "transport_type.h"
#include "network/core/config.h"
#include "company_type.h"
#include "cargotype.h"
#include "linkgraph/linkgraph_type.h"
#include "zoom_type.h"
#include "openttd.h"
/** Settings profiles and highscore tables. */
enum SettingsProfile {
SP_BEGIN = 0,
SP_EASY = SP_BEGIN, ///< Easy difficulty.
SP_MEDIUM, ///< Medium difficulty.
SP_HARD, ///< Hard difficulty.
SP_END, ///< End of setting profiles.
SP_CUSTOM = SP_END, ///< No profile, special "custom" highscore.
SP_SAVED_HIGHSCORE_END, ///< End of saved highscore tables.
SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END, ///< Special "multiplayer" highscore. Not saved, always specific to the current game.
SP_HIGHSCORE_END, ///< End of highscore tables.
};
/** Available industry map generation densities. */
enum IndustryDensity {
ID_FUND_ONLY, ///< The game does not build industries.
ID_MINIMAL, ///< Start with just the industries that must be present.
ID_VERY_LOW, ///< Very few industries at game start.
ID_LOW, ///< Few industries at game start.
ID_NORMAL, ///< Normal amount of industries at game start.
ID_HIGH, ///< Many industries at game start.
ID_END, ///< Number of industry density settings.
};
/** Settings related to the difficulty of the game */
struct DifficultySettings {
byte max_no_competitors; ///< the number of competitors (AIs)
byte number_towns; ///< the amount of towns
byte industry_density; ///< The industry density. @see IndustryDensity
uint32 max_loan; ///< the maximum initial loan
byte initial_interest; ///< amount of interest (to pay over the loan)
byte vehicle_costs; ///< amount of money spent on vehicle running cost
byte competitor_speed; ///< the speed at which the AI builds
byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
byte subsidy_multiplier; ///< amount of subsidy
byte construction_cost; ///< how expensive is building
byte terrain_type; ///< the mountainousness of the landscape
byte quantity_sea_lakes; ///< the amount of seas/lakes
bool economy; ///< how volatile is the economy
bool line_reverse_mode; ///< reversing at stations or not
bool disasters; ///< are disasters enabled
byte town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
};
/** Settings relating to viewport/smallmap scrolling. */
enum ViewportScrollMode {
VSM_VIEWPORT_RMB_FIXED, ///< Viewport moves with mouse movement on holding right mouse button, cursor position is fixed.
VSM_MAP_RMB_FIXED, ///< Map moves with mouse movement on holding right mouse button, cursor position is fixed.
VSM_MAP_RMB, ///< Map moves with mouse movement on holding right mouse button, cursor moves.
VSM_MAP_LMB, ///< Map moves with mouse movement on holding left mouse button, cursor moves.
VSM_END, ///< Number of scroll mode settings.
};
/** Settings related to the GUI and other stuff that is not saved in the savegame. */
struct GUISettings {
bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
bool lost_vehicle_warn; ///< if a vehicle can't find its destination, show a warning
uint8 order_review_system; ///< perform order reviews on vehicles
bool vehicle_income_warn; ///< if a vehicle isn't generating income, show a warning
bool show_finances; ///< show finances at end of year
bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
bool new_nonstop; ///< ttdpatch compatible nonstop handling
uint8 stop_location; ///< what is the default stop location of trains?
uint8 auto_scrolling; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
byte errmsg_duration; ///< duration of error message
uint16 hover_delay_ms; ///< time required to activate a hover event, in milliseconds
bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
uint8 smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
uint8 scroll_mode; ///< viewport scroll mode
bool smooth_scroll; ///< smooth scroll viewports
bool measure_tooltip; ///< show a permanent tooltip when dragging tools
byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
bool prefer_teamchat; ///< choose the chat message target with \, true=all clients, false=your team
uint8 advanced_vehicle_list; ///< use the "advanced" vehicle list
uint8 loading_indicators; ///< show loading indicators
uint8 default_rail_type; ///< the default rail type for the rail GUI
uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
uint8 statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
uint8 window_snap_radius; ///< windows snap at each other if closer than this
uint8 window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
ZoomLevel zoom_min; ///< minimum zoom out level
ZoomLevel zoom_max; ///< maximum zoom out level
bool disable_unsuitable_building; ///< disable infrastructure building when no suitable vehicles are available
byte autosave; ///< how often should we do autosaves?
bool threaded_saves; ///< should we do threaded saves?
bool keep_all_autosave; ///< name the autosave in a different way
bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
uint8 date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
bool population_in_label; ///< show the population of a town in his label?
uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
bool right_mouse_wnd_close; ///< close window with right click
bool pause_on_newgame; ///< whether to start new games paused or not
bool enable_signal_gui; ///< show the signal GUI when the signal button is pressed
Year coloured_news_year; ///< when does newspaper become coloured?
bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
bool auto_euro; ///< automatically switch to euro in 2002
byte drag_signals_density; ///< many signals density
bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
Year semaphore_build_before; ///< build semaphore signals automatically before this year
byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
bool show_track_reservation; ///< highlight reserved tracks.
uint8 default_signal_type; ///< the signal type to build by default.
uint8 cycle_signal_types; ///< what signal types to cycle with the build signal tool.
byte station_numtracks; ///< the number of platforms to default on for rail stations
byte station_platlength; ///< the platform length, in tiles, for rail stations
bool station_dragdrop; ///< whether drag and drop is enabled for stations
bool station_show_coverage; ///< whether to highlight coverage area
bool persistent_buildingtools; ///< keep the building tools active after usage
bool expenses_layout; ///< layout of expenses window
uint32 last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
byte missing_strings_threshold; ///< the number of missing strings before showing the warning
uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
byte starting_colour; ///< default color scheme for the company to start a new game with
uint16 console_backlog_timeout; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
uint8 station_gui_group_order; ///< the order of grouping cargo entries in the station gui
uint8 station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
uint8 station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
uint16 network_chat_box_width_pct; ///< width of the chat box in percent
uint8 network_chat_box_height; ///< height of the chat box in lines
uint16 network_chat_timeout; ///< timeout of chat messages in seconds
uint8 developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
bool show_date_in_logs; ///< whether to show dates in console logs
bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
bool ai_developer_tools; ///< activate AI developer tools
bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
uint8 settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
uint8 newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
/**
* Returns true when the user has sufficient privileges to edit newgrfs on a running game
* @return whether the user has sufficient privileges to edit newgrfs in an existing game
*/
bool UserIsAllowedToChangeNewGRFs() const
{
return this->scenario_developer || this->newgrf_developer_tools;
}
};
/** Settings related to sound effects. */
struct SoundSettings {
bool news_ticker; ///< Play a ticker sound when a news item is published.
bool news_full; ///< Play sound effects associated to certain news types.
bool new_year; ///< Play sound on new year, summarising the performance during the last year.
bool confirm; ///< Play sound effect on successful constructions or other actions.
bool click_beep; ///< Beep on a random selection of buttons.
bool disaster; ///< Play disaster and accident sounds.
bool vehicle; ///< Play vehicle sound effects.
bool ambient; ///< Play ambient, industry and town sounds.
};
/** Settings related to music. */
struct MusicSettings {
byte playlist; ///< The playlist (number) to play
byte music_vol; ///< The requested music volume
byte effect_vol; ///< The requested effects volume
byte custom_1[33]; ///< The order of the first custom playlist
byte custom_2[33]; ///< The order of the second custom playlist
bool playing; ///< Whether music is playing
bool shuffle; ///< Whether to shuffle the music
};
/** Settings related to currency/unit systems. */
struct LocaleSettings {
byte currency; ///< currency we currently use
byte units_velocity; ///< unit system for velocity
byte units_power; ///< unit system for power
byte units_weight; ///< unit system for weight
byte units_volume; ///< unit system for volume
byte units_force; ///< unit system for force
byte units_height; ///< unit system for height
char *digit_group_separator; ///< thousand separator for non-currencies
char *digit_group_separator_currency; ///< thousand separator for currencies
char *digit_decimal_separator; ///< decimal separator
};
/** Settings related to news */
struct NewsSettings {
uint8 arrival_player; ///< NewsDisplay of vehicles arriving at new stations of current player
uint8 arrival_other; ///< NewsDisplay of vehicles arriving at new stations of other players
uint8 accident; ///< NewsDisplay of accidents that occur
uint8 company_info; ///< NewsDisplay of general company information
uint8 open; ///< NewsDisplay on new industry constructions
uint8 close; ///< NewsDisplay about closing industries
uint8 economy; ///< NewsDisplay on economical changes
uint8 production_player; ///< NewsDisplay of production changes of industries affecting current player
uint8 production_other; ///< NewsDisplay of production changes of industries affecting competitors
uint8 production_nobody; ///< NewsDisplay of production changes of industries affecting no one
uint8 advice; ///< NewsDisplay on advice affecting the player's vehicles
uint8 new_vehicles; ///< NewsDisplay of new vehicles becoming available
uint8 acceptance; ///< NewsDisplay on changes affecting the acceptance of cargo at stations
uint8 subsidies; ///< NewsDisplay of changes on subsidies
uint8 general; ///< NewsDisplay of other topics
};
/** All settings related to the network. */
struct NetworkSettings {
uint16 sync_freq; ///< how often do we check whether we are still in-sync
uint8 frame_freq; ///< how often do we send commands to the clients
uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
bool pause_on_join; ///< pause the game when people join
uint16 server_port; ///< port the server listens on
uint16 server_admin_port; ///< port the server listens on for the admin network
bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
char server_name[NETWORK_NAME_LENGTH]; ///< name of the server
char server_password[NETWORK_PASSWORD_LENGTH]; ///< password for joining this server
char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< password for rconsole (server side)
char admin_password[NETWORK_PASSWORD_LENGTH]; ///< password for the admin network
bool server_advertise; ///< advertise the server to the masterserver
uint8 lan_internet; ///< search on the LAN or internet for servers
char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< name of the player (as client)
char default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; ///< default for the "Add server" query
char network_id[NETWORK_SERVER_ID_LENGTH]; ///< network ID for servers
bool autoclean_companies; ///< automatically remove companies that are not in use
uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
uint8 max_companies; ///< maximum amount of companies
uint8 max_clients; ///< maximum amount of clients
uint8 max_spectators; ///< maximum amount of spectators
Year restart_game_year; ///< year the server restarts
uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
uint8 server_lang; ///< language of the server
bool reload_cfg; ///< reload the config file before restarting
char last_host[NETWORK_HOSTNAME_LENGTH]; ///< IP address of the last joined server
uint16 last_port; ///< port of the last joined server
bool no_http_content_downloads; ///< do not do content downloads over HTTP
};
/** Settings related to the creation of games. */
struct GameCreationSettings {
uint32 generation_seed; ///< noise seed for world generation
Year starting_year; ///< starting date
uint8 map_x; ///< X size of map
uint8 map_y; ///< Y size of map
byte land_generator; ///< the landscape generator
byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
byte snow_line_height; ///< the configured snow line height
byte tgen_smoothness; ///< how rough is the terrain from 0-3
byte tree_placer; ///< the tree placer algorithm
byte heightmap_rotation; ///< rotation director for the heightmap
byte se_flat_world_height; ///< land height a flat world gets in SE
byte town_name; ///< the town name generator used for town names
byte landscape; ///< the landscape we're currently in
byte water_borders; ///< bitset of the borders that are water
uint16 custom_town_number; ///< manually entered number of towns
byte variety; ///< variety level applied to TGP
byte custom_sea_level; ///< manually entered percentage of water in the map
byte min_river_length; ///< the minimum river length
byte river_route_random; ///< the amount of randomicity for the route finding
byte amount_of_rivers; ///< the amount of rivers
};
/** Settings related to construction in-game */
struct ConstructionSettings {
uint8 max_heightlevel; ///< maximum allowed heightlevel
bool build_on_slopes; ///< allow building on slopes
bool autoslope; ///< allow terraforming under things
uint16 max_bridge_length; ///< maximum length of bridges
byte max_bridge_height; ///< maximum height of bridges
uint16 max_tunnel_length; ///< maximum length of tunnels
byte train_signal_side; ///< show signals on left / driving / right side
bool extra_dynamite; ///< extra dynamite
bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
uint8 raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
uint8 industry_platform; ///< the amount of flat land around an industry
bool freeform_edges; ///< allow terraforming the tiles at the map edges
uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game
uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused
uint32 terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
uint16 terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
uint32 clear_per_64k_frames; ///< how many tiles may, over a long period, be cleared per 65536 frames?
uint16 clear_frame_burst; ///< how many tiles may, over a short period, be cleared?
uint32 tree_per_64k_frames; ///< how many trees may, over a long period, be planted per 65536 frames?
uint16 tree_frame_burst; ///< how many trees may, over a short period, be planted?
};
/** Settings related to the AI. */
struct AISettings {
bool ai_in_multiplayer; ///< so we allow AIs in multiplayer
bool ai_disable_veh_train; ///< disable types for AI
bool ai_disable_veh_roadveh; ///< disable types for AI
bool ai_disable_veh_aircraft; ///< disable types for AI
bool ai_disable_veh_ship; ///< disable types for AI
};
/** Settings related to scripts. */
struct ScriptSettings {
uint8 settings_profile; ///< difficulty profile to set initial settings of scripts, esp. random AIs
uint32 script_max_opcode_till_suspend; ///< max opcode calls till scripts will suspend
uint32 script_max_memory_megabytes; ///< limit on memory a single script instance may have allocated
};
/** Settings related to the new pathfinder. */
struct NPFSettings {
/**
* The maximum amount of search nodes a single NPF run should take. This
* limit should make sure performance stays at acceptable levels at the cost
* of not being perfect anymore.
*/
uint32 npf_max_search_nodes;
uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
uint32 npf_rail_firstred_penalty; ///< the penalty for when the first signal is red (and it is not an exit or combo signal)
uint32 npf_rail_firstred_exit_penalty; ///< the penalty for when the first signal is red (and it is an exit or combo signal)
uint32 npf_rail_lastred_penalty; ///< the penalty for when the last signal is red
uint32 npf_rail_station_penalty; ///< the penalty for station tiles
uint32 npf_rail_slope_penalty; ///< the penalty for sloping upwards
uint32 npf_rail_curve_penalty; ///< the penalty for curves
uint32 npf_rail_depot_reverse_penalty; ///< the penalty for reversing in depots
uint32 npf_rail_pbs_cross_penalty; ///< the penalty for crossing a reserved rail track
uint32 npf_rail_pbs_signal_back_penalty; ///< the penalty for passing a pbs signal from the backside
uint32 npf_buoy_penalty; ///< the penalty for going over (through) a buoy
uint32 npf_water_curve_penalty; ///< the penalty for curves
uint32 npf_road_curve_penalty; ///< the penalty for curves
uint32 npf_crossing_penalty; ///< the penalty for level crossings
uint32 npf_road_drive_through_penalty; ///< the penalty for going through a drive-through road stop
uint32 npf_road_dt_occupied_penalty; ///< the penalty multiplied by the fill percentage of a drive-through road stop
uint32 npf_road_bay_occupied_penalty; ///< the penalty multiplied by the fill percentage of a road bay
};
/** Settings related to the yet another pathfinder. */
struct YAPFSettings {
bool disable_node_optimization; ///< whether to use exit-dir instead of trackdir in node key
uint32 max_search_nodes; ///< stop path-finding when this number of nodes visited
uint32 maximum_go_to_depot_penalty; ///< What is the maximum penalty that may be endured for going to a depot
bool ship_use_yapf; ///< use YAPF for ships
bool road_use_yapf; ///< use YAPF for road
bool rail_use_yapf; ///< use YAPF for rail
uint32 road_slope_penalty; ///< penalty for up-hill slope
uint32 road_curve_penalty; ///< penalty for curves
uint32 road_crossing_penalty; ///< penalty for level crossing
uint32 road_stop_penalty; ///< penalty for going through a drive-through road stop
uint32 road_stop_occupied_penalty; ///< penalty multiplied by the fill percentage of a drive-through road stop
uint32 road_stop_bay_occupied_penalty; ///< penalty multiplied by the fill percentage of a road bay
bool rail_firstred_twoway_eol; ///< treat first red two-way signal as dead end
uint32 rail_firstred_penalty; ///< penalty for first red signal
uint32 rail_firstred_exit_penalty; ///< penalty for first red exit signal
uint32 rail_lastred_penalty; ///< penalty for last red signal
uint32 rail_lastred_exit_penalty; ///< penalty for last red exit signal
uint32 rail_station_penalty; ///< penalty for non-target station tile
uint32 rail_slope_penalty; ///< penalty for up-hill slope
uint32 rail_curve45_penalty; ///< penalty for curve
uint32 rail_curve90_penalty; ///< penalty for 90-deg curve
uint32 rail_depot_reverse_penalty; ///< penalty for reversing in the depot
uint32 rail_crossing_penalty; ///< penalty for level crossing
uint32 rail_look_ahead_max_signals; ///< max. number of signals taken into consideration in look-ahead load balancer
int32 rail_look_ahead_signal_p0; ///< constant in polynomial penalty function
int32 rail_look_ahead_signal_p1; ///< constant in polynomial penalty function
int32 rail_look_ahead_signal_p2; ///< constant in polynomial penalty function
uint32 rail_pbs_cross_penalty; ///< penalty for crossing a reserved tile
uint32 rail_pbs_station_penalty; ///< penalty for crossing a reserved station tile
uint32 rail_pbs_signal_back_penalty; ///< penalty for passing a pbs signal from the backside
uint32 rail_doubleslip_penalty; ///< penalty for passing a double slip switch
uint32 rail_longer_platform_penalty; ///< penalty for longer station platform than train
uint32 rail_longer_platform_per_tile_penalty; ///< penalty for longer station platform than train (per tile)
uint32 rail_shorter_platform_penalty; ///< penalty for shorter station platform than train
uint32 rail_shorter_platform_per_tile_penalty; ///< penalty for shorter station platform than train (per tile)
uint32 ship_curve45_penalty; ///< penalty for 45-deg curve for ships
uint32 ship_curve90_penalty; ///< penalty for 90-deg curve for ships
};
/** Settings related to all pathfinders. */
struct PathfinderSettings {
uint8 pathfinder_for_trains; ///< the pathfinder to use for trains
uint8 pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
uint8 pathfinder_for_ships; ///< the pathfinder to use for ships
bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
bool roadveh_queue; ///< buggy road vehicle queueing
bool forbid_90_deg; ///< forbid trains to make 90 deg turns
bool reverse_at_signals; ///< whether to reverse at signals at all
byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
bool reserve_paths; ///< always reserve paths regardless of signal type.
byte wait_for_pbs_path; ///< how long to wait for a path reservation.
byte path_backoff_interval; ///< ticks between checks for a free path.
NPFSettings npf; ///< pathfinder settings for the new pathfinder
YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
};
/** Settings related to orders. */
struct OrderSettings {
bool improved_load; ///< improved loading algorithm
bool gradual_loading; ///< load vehicles gradually
bool selectgoods; ///< only send the goods to station if a train has been there
bool no_servicing_if_no_breakdowns; ///< don't send vehicles to depot when breakdowns are disabled
bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
};
/** Settings related to vehicles. */
struct VehicleSettings {
uint8 max_train_length; ///< maximum length for trains
uint8 smoke_amount; ///< amount of smoke/sparks locomotives produce
uint8 train_acceleration_model; ///< realistic acceleration for trains
uint8 roadveh_acceleration_model; ///< realistic acceleration for road vehicles
uint8 train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
uint8 roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
bool wagon_speed_limits; ///< enable wagon speed limits
bool disable_elrails; ///< when true, the elrails are disabled
UnitID max_trains; ///< max trains in game per company
UnitID max_roadveh; ///< max trucks in game per company
UnitID max_aircraft; ///< max planes in game per company
UnitID max_ships; ///< max ships in game per company
uint8 plane_speed; ///< divisor for speed of aircraft
uint8 freight_trains; ///< value to multiply the weight of cargo by
bool dynamic_engines; ///< enable dynamic allocation of engine data
bool never_expire_vehicles; ///< never expire vehicles
byte extend_vehicle_life; ///< extend vehicle life by this many years
byte road_side; ///< the side of the road vehicles drive on
uint8 plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
};
/** Settings related to the economy. */
struct EconomySettings {
bool inflation; ///< disable inflation
bool bribe; ///< enable bribing the local authority
bool smooth_economy; ///< smooth economy
bool allow_shares; ///< allow the buying/selling of shares
uint8 feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
byte dist_local_authority; ///< distance for town local authority, default 20
bool exclusive_rights; ///< allow buying exclusive rights
bool fund_buildings; ///< allow funding new buildings
bool fund_roads; ///< allow funding local road reconstruction
bool give_money; ///< allow giving other companies money
bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
bool multiple_industry_per_town; ///< allow many industries of the same type per town
uint8 town_growth_rate; ///< town growth rate
uint8 larger_towns; ///< the number of cities to build. These start off larger and grow twice as fast
uint8 initial_city_size; ///< multiplier for the initial size of the cities compared to towns
TownLayout town_layout; ///< select town layout, @see TownLayout
TownCargoGenMode town_cargogen_mode; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
TownFounding found_town; ///< town founding.
bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
uint16 town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
bool allow_town_level_crossings; ///< towns are allowed to build level crossings
bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
};
struct LinkGraphSettings {
uint16 recalc_time; ///< time (in days) for recalculating each link graph component.
uint16 recalc_interval; ///< time (in days) between subsequent checks for link graphs to be calculated.
DistributionType distribution_pax; ///< distribution type for passengers
DistributionType distribution_mail; ///< distribution type for mail
DistributionType distribution_armoured; ///< distribution type for armoured cargo class
DistributionType distribution_default; ///< distribution type for all other goods
uint8 accuracy; ///< accuracy when calculating things on the link graph. low accuracy => low running time
uint8 demand_size; ///< influence of supply ("station size") on the demand function
uint8 demand_distance; ///< influence of distance between stations on the demand function
uint8 short_path_saturation; ///< percentage up to which short paths are saturated before saturating most capacious paths
inline DistributionType GetDistributionType(CargoID cargo) const {
if (IsCargoInClass(cargo, CC_PASSENGERS)) return this->distribution_pax;
if (IsCargoInClass(cargo, CC_MAIL)) return this->distribution_mail;
if (IsCargoInClass(cargo, CC_ARMOURED)) return this->distribution_armoured;
return this->distribution_default;
}
};
/** Settings related to stations. */
struct StationSettings {
bool modified_catchment; ///< different-size catchment areas
bool serve_neutral_industries; ///< company stations can serve industries with attached neutral stations
bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
bool distant_join_stations; ///< allow to join non-adjacent stations
bool never_expire_airports; ///< never expire airports
byte station_spread; ///< amount a station may spread
};
/** Default settings for vehicles. */
struct VehicleDefaultSettings {
bool servint_ispercent; ///< service intervals are in percents
uint16 servint_trains; ///< service interval for trains
uint16 servint_roadveh; ///< service interval for road vehicles
uint16 servint_aircraft; ///< service interval for aircraft
uint16 servint_ships; ///< service interval for ships
};
/** Settings that can be set per company. */
struct CompanySettings {
bool engine_renew; ///< is autorenew enabled
int16 engine_renew_months; ///< months before/after the maximum vehicle age a vehicle should be renewed
uint32 engine_renew_money; ///< minimum amount of money before autorenew is used
bool renew_keep_length; ///< sell some wagons if after autoreplace the train is longer than before
VehicleDefaultSettings vehicle; ///< default settings for vehicles
};
/** All settings together for the game. */
struct GameSettings {
DifficultySettings difficulty; ///< settings related to the difficulty
GameCreationSettings game_creation; ///< settings used during the creation of a game (map)
ConstructionSettings construction; ///< construction of things in-game
AISettings ai; ///< what may the AI do?
ScriptSettings script; ///< settings for scripts
class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
class GameConfig *game_config; ///< settings for gamescript
PathfinderSettings pf; ///< settings for all pathfinders
OrderSettings order; ///< settings related to orders
VehicleSettings vehicle; ///< options for vehicles
EconomySettings economy; ///< settings to change the economy
LinkGraphSettings linkgraph; ///< settings for link graph calculations
StationSettings station; ///< settings related to station management
LocaleSettings locale; ///< settings related to used currency/unit system in the current game
};
/** All settings that are only important for the local client. */
struct ClientSettings {
GUISettings gui; ///< settings related to the GUI
NetworkSettings network; ///< settings related to the network
CompanySettings company; ///< default values for per-company settings
SoundSettings sound; ///< sound effect settings
MusicSettings music; ///< settings related to music/sound
NewsSettings news_display; ///< news display settings.
};
/** The current settings for this game. */
extern ClientSettings _settings_client;
/** The current settings for this game. */
extern GameSettings _settings_game;
/** The settings values that are used for new games and/or modified in config file. */
extern GameSettings _settings_newgame;
/** Old vehicle settings, which were game settings before, and are company settings now. (Needed for savegame conversion) */
extern VehicleDefaultSettings _old_vds;
/**
* Get the settings-object applicable for the current situation: the newgame settings
* when we're in the main menu and otherwise the settings of the current game.
*/
static inline GameSettings &GetGameSettings()
{
return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
}
#endif /* SETTINGS_TYPE_H */